This seamless 3D PBR texture showcases a meticulously crafted Halloween blood splatter pattern rendered at an impressive 8K resolution, delivering exceptional detail and realism for digital projects. The base substrate simulates organic surfaces commonly associated with horror environments—such as aged wood, weathered metal, or rough polymer coatings—that act as the canvas for the vibrant blood stains. The blood itself appears as deep red, wet stains formed by natural splatters and droplets, achieved through a combination of high-fidelity binders and pigment layers that mimic the viscosity and translucency of fresh blood. Fine aggregates and microfibers within the texture enhance surface complexity, creating subtle variations in glossiness and porosity that contribute to an authentic liquid-on-surface effect. The finish is realistically uneven and glossy, reflecting light as real blood would, with areas of thicker coagulation and thinner, spreading edges.*
In terms of PBR channel composition, the BaseColor/Albedo map captures the vivid, saturated reds contrasted against darker substrate tones, emphasizing the organic nature of the stains. The Normal map adds micro-surface detail, simulating raised droplets and splattered edges that interact convincingly with light sources. Roughness values vary to replicate wetness and drying stages of blood—lower roughness for glossy, fresh splatters and higher roughness in semi-dried patches—while the Metallic channel remains minimal, reflecting the non-metallic, organic composition of blood and substrate. Ambient Occlusion enhances shadow depth within crevices and pooling areas, and the Height/Displacement map provides subtle surface relief to support parallax effects and realistic depth perception in close-up renders.*
Optimized for seamless tiling, this texture repeats flawlessly over large surfaces without visible edges, making it ideal for horror scenes in games, haunted house environments, zombie-themed assets, or chilling digital artworks. It is fully compatible and ready for integration with Blender, Unreal Engine, and Unity, supporting workflows that demand high-resolution photorealism. For best results, consider adjusting the UV scale to prevent pattern repetition from appearing too uniform, and experiment with roughness settings to match the desired wetness level of the blood in your scene. This high-resolution, realistic Halloween blood splatter texture offers a versatile, authentic material solution for any project seeking a gruesome, immersive atmosphere.*
How to Use These Seamless PBR Textures in Blender
This guide shows how to connect a full PBR texture set to Principled BSDF in Blender (Cycles or Eevee). Works with any of our seamless textures free download, including PBR PNG materials for Blender / Unreal / Unity.
What’s inside the download
*_albedo.png
— Base Color (sRGB)
*_normal.png
— Normal map (Non-Color)
*_roughness.png
— Roughness (Non-Color)
*_metallic.png
— Metallic (Non-Color)
*_ao.png
— Ambient Occlusion (Non-Color)
*_height.png
— Height / Displacement (Non-Color)
*_ORM.png
— Packed map (R=AO, G=Roughness, B=Metallic, Non-Color)
Quick start (Node Wrangler, 30 seconds)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- Press Ctrl + Shift + T and select the maps
albedo, normal, roughness, metallic (skip height and ORM for now) → Open.
The addon wires Base Color, Normal (with a Normal Map node), Roughness, and Metallic automatically.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- Ambient Occlusion (AO):
- Add a MixRGB (or Mix Color) node in mode Multiply.
- Input A =
albedo
, Input B = ao
, Factor = 1.0.
- Output of Mix → Base Color of Principled (replaces the direct albedo connection).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- Set Strength = 0.2–0.5, Distance = 0.05–0.1, and connect Normal output to Principled’s Normal.
Using the packed ORM
texture (optional)
Instead of separate AO/Roughness/Metallic maps you can use the single *_ORM.png
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- For scale/repeat, add Texture Coordinate (UV) → Mapping and plug it into all texture nodes.
Increase Mapping → Scale (e.g., 2/2/2) to tile more densely.
Recommended starter values
- Normal Map Strength: 0.5–1.0
- Bump Strength: ~0.3
- Displacement Scale (Cycles): ~0.03
Common pitfalls
- Wrong Color Space (normals/roughness/etc. must be Non-Color).
- “Inverted” details → enable Invert Y on the Normal Map node.
- Over-strong relief → lower Displacement Scale or Bump Strength.
Example: Download Wood Textures and instantly apply parquet or rustic planks inside Blender for architectural visualization.
To add the downloaded texture, go to Add — Texture — Image Texture.

Add a node and click the Open button.

Select the required texture on your hard drive and connect Color to Base Color.
